Core Rules Update – 2018/10/11

I have had this sitting around for a while. This version of the Core Rulebook features a complete overhaul of the Close Assault phase.

Key Changes:
Assaulter and Defender actions not occur simultaneously.
Assault move now counts as at-the-double, so the same movement and fatigue rules will apply.
Stand & Shoot and Point Shooting have been combined.
Assaulter counts as moving with a snap-fire penalty.
Defender counts as moving.
Defenders can use grenades.
Troopers who choose to use grenades cannot fire.
Element must contain 5 or more troopers to use grenades.

More depth has been added to vehicle damage, with many more effects now available with System Damage. This includes damage to weapons, radios, drive systems, and crew, which can lead to loss of weaponry, reduction in manoeuvrability, and even a morale penalty if the commander is injured.

Core Rules

Core Rules Update – 2016-03-31

The latest update for the Focused Firepower Core Rulebook has just been uploaded. Below are the details for the changes with this update.

Flamethrowers no longer have a HE value. Instead, you now roll one dice for each trooper in the target element. If you are firing at a building, you instead make one roll for each model in the target room, floor, etc. Flamethrowers don’t use hit modifiers (cover isn’t going to save you). When targeting vehicles, a flamethrower will automatically penetrate and adds D3+2 to the roll on the damage table.

Snipers, or sniper teams, can now combine their fire onto a single target element; they shots being rolled for together. Note that this means that you can use the combined lucky shots from snipers to take out machine gun and mortar teams that are mounted on a single base, as long as you hit that is.

The Reorganisation and Morale sections has been overhauled to make it clearer what needs to be done, when, and how. It was a bit of a mess, and I have been meaning to get it sorted out for a while. One point to note about this change is the ‘Under Fire’ markers placed on elements that have been fired upon.

There are still a number of items on my to-do list for the core rules, which I amend as I think of anything. There are quite a few modifications planned that are more like tweaks to they way certain special rules work, and there are a few ideas for changes I would like to make to better represent certain elements in-game.

The next section that I plan to overhaul is the Close Assault phase, but that will take some time to get sorted.

Core Rules

Focused Firepower Core Rules Update – 2015/12/25

The latest edition of the core rules are now available to download.

Core Rules

The following list details the changes and additions made by this latest update.

Movement Changes

  • The basic movement rules for infantry and vehicles have been combined together at the start of the movement rules.
  • Movement for both infantry and vehicles are now controlled using the move points mechanic.
  • The rules for vehicles moving very fast has been simplified my making moving fast count as moving through difficult ground.
  • Slight changes to special movement and motorcycle movement.

Other Changes

  • Hand-held munitions may be used against vehicles outside of close quarters battle.
  • Sorted the rules for machine guns creating beat zones.
  • Separated the rules for Bren Guns.
  • Tripod mounts for machine guns make the weapon count as having the stable firing platform rule.
  • Combined the rules for medium and heavy machine guns, and must be prepared before they can be fired.
  • SMGs no longer suffer the Snap Fire rule when point shooting. This will help to better represent their suitability for close quarters battle.
  • Moved the Marksman special rule.
  • Improvements to the Line of Sight and Fire Arcs rules.
  • Described Field Gun weapon mounts.
  • Described the rules for basing models.
  • Optional rules for alternate activation instead of turn-based activation.


Core Rules Update – 2015-06-16

I have just uploaded the latest version of the core rulebook with the rest of the changes I had planned for this version. In addition to the movement changes included in the last upload, I have made the following changes.

Automatic armour penetration: If the AT value of a shot is 3x the armour class, or if the facing is unarmoured, then the shot automatically penetrates, and counts as penetrating in the blue zone for the damage modifier. Also, the penetration modifier for armour values of ‘0’ has been removed.

Armoured & unarmoured: an armour value of ‘0’ is still an armour value and so does not count as unarmoured. Defined that soft & hard sided vehicles, as well as facings with armour value ‘-‘ are unarmoured. Armoured vehicles cannot be damaged by small arms with no AT value.

Vehicle crew injuries: I have added crew injuries to the system damage table. If a vehicle’s driver is injured the vehicle’s Speed is reduced by 1. If the Gunner/Loader is injured there is a -1 to hit modifier. If the commander is injured then the vehicle suffers the NCO casualty modifier to morale tests.

HEAT rounds: AT rounds with the HEAT type gain a +1 to the vehicle damage roll.

Officers: Defined the command ranges of officers and command vehicles, and clearly defined what Under Direct Command means.

Vehicle movement: Tracked and high mobility vehicles, including half-tracks, now count soft cover as open ground for the purposes of movement.

Medics: Instead of stating that medics cannot make a roll to negate shots from snipers, I have changed it to being unable to make a roll to negate Lucky Hits (which includes sniper hits). I have also stated that should the medic be removed as a casualty from the same attack, they are unable to make their roll. So if a unit fires upon an enemy unit and kills their medic with a lucky shot, they would be unable to use the medic to remove another hit.

Sniper teams: I have added sniper teams to the sniper rules. As certain forces, such as the US, often field snipers as part of a team (sniper and spotter), I have stated that sniper teams must be mounted on a single base just like weapon teams.

Core Rules Update – 2015-06-12

I have just uploaded the latest copy of the core rulebook to the Core Rules Section of the website, including a printer friendly version with the backing image disabled.

The most notable change to the rules with this version is the change to movement for infantry. The basic movement of infantry has been halved, so that normal movement across open ground is 4″ and at the double is 8″. Having infantry able to move 18″ a turn on a 4′ table just seemed nuts to me. When compared to the way movement for vehicles is handled, this made infantry effectively moving like world record 100m sprinters!

This chance has also allowed me to simplify movement so that all elements, infantry and vehicles, use Move Points (infantry just count as having one point). Infantry can still turn freely. Having the same set move distances for different terrain as with vehicles also gets rid of that random extra D6 move on roads and instead makes normal movement 6″, where off-road movement on open ground is 4″. It also means that mounted infantry can be easily tidied up by having two Move Points.

Happy Gaming!

Ordnance QF 75mm Gun

I have just uploaded a new copy of the weapons crib sheet to the Core Rules page.

This small update adds in the details for the Ordnance QF 75mm Gun. This is the gun fitted to the Cromwell and Churchill Mk.VII tanks. With these being amongst the most popular tanks for the British, this addition will surely be welcome.

Adapted from the 6 pounder by drilling out the barrel to increase the calibre (without altering the outward appearance) the weapon was able to fire a more effective HE round than the more common 6 pounder, and the 17 pounder, while having inferior AP rounds. This was ideal for vehicles designed to engage ‘soft’ targets.

The HE value of the 75mm gun’s round is 2 higher than for the 17 pounder and a substantial 4 higher than the 6 pounder’s round, marking a significant increase in effectiveness against infantry.You will note that the Point Blank range AP values do not show the mm value. This is because I was unable to find quoted AP capabilities within this range. So, using my experience thus far, I have included AP values that I believe most likely for those rounds.

Happy Gaming!

Core Rules Update 2014-11-26

As promised, I have just uploaded the latest copy of the rulebook to the core rules secion, with the latest changes as detailed below. Prepare for a big post.

Check out the Core Rules section here.

Notable changes include:
Change to Wheeled Vehicles and High Mobility Wheeled Vehicles.
Addition of the Half-Track vehicle type.
Turret rotation and slow turret traverse special rule.
Changed to how Concussive Damage from HE works.
Changed how Improvised Armour works.
Addition of Spaced Armour rule.
Rules for Small Arms firing at Extreme Range.
Moved the Blast Shield rule to the D10 system.
Overhauled the rules for Flamethrowers.
Moved, clarified and expanded the rules for Fire.
Added rules for Limited Traverse SPGs.
Added clear definitions for Dice, Dice Rolls and Blast Templates.
Cleared up the definition for Lucky Shots.
Changes to the Vehicle Damage Table.
Addition of more in-depth ‘System Damage’.

Wheeled Vehicles: To better reflect the agility of wheeled vehicles compared to tracked vehicles, they can now turn up to 90 degrees per move point, rather than the usual 45 degrees. The main downside of wheeled vehicles is moving much slower off-road and an inability to cross difficult ground and cover.

High Mobility Wheeled Vehicles: This rule covers wheeled vehicles that are better at driving cross country, such as the German 8-wheeled armoured cars. High Mobility Wheeled vehicles turn as freely as Wheeled Vehicles, but do not get slowed extra when going off road. Also, they are able to move across Soft Cover, but are still unable to cross Hard Cover and Defences.

Half-Tracks: These vehicles used to just be referred to as High Mobility Wheeled Vehicles, but now have their own type, while still following the same rules.

Turret Rotation: I have added into the Vehicle Movement part of the rules a section that clarifies that rotating a vehicle’s turret does not count as Moving, does not use up any Move Points and can turn as much as you like, but may only be moved once during the Movement Phase.

Slow Traverse Turrets: I have been meaning to add a rule to cover vehicles like the Soviet KV-2, British Bishop and US Hellcat, which have turrets that turn very slowly. A Slow Traverse turret may only turn up to 90 degrees during the Movement Phase.

Concussive Damage: Only a slight change to the rules for Concussive Damage, mainly rewriting it to be clearer. Concussive Damage from powerful HE rounds (with a HE Value of 16 or more) is worked out by making a roll on the Vehicle Damage Table, without applying any modifiers. It was while looking at the Concussive Damage rule that I decided to make changes to the Vehicle Damage Table.

Improvised Armour: The rule for Improvised Armour is intended to cover some ‘battlefield modifications’, such as US troops piling sand bags onto the front of their tanks. While the additions in actuality provided no additional protection against AT rounds (and could be disastrous when hit by HE), they did make those vehicles heavier and less manoeuvrable. The old version of the rule didn’t really represent this as it also covered spaced armour, so added 2 points of armour to that facing, but removed one Speed Point. The rule still reduces the vehicle’s Speed Points by 1, but instead of the increased armour it reduces Concussive Damage.

Spaced Armour: I have now added a separate rule governing Spaced Armour, which includes side skirts, track guards and ‘bed-spring’ armour. When an armour facing equipped with Spaced Armour is hit by a HE or AT round, the Spaced Armour is destroyed, but will offer protection against that shot. Spaced Armour will completely nullify the effects of HE and HEAT rounds as they are detonated before reaching the vehicle itself, while the Penetration Roll of other AT rounds is reduced. Spaced Armour is unaffected by Small Arms.

Extreme Range: While I had added the modifier for firing Small Arms at Extreme Range, I had not added the conditions which allow a weapon to fire at that distance. A Small Arms weapon must be Mounted and Stationary to fire at Extreme Range, such as using a tripod, mounted on a vehicle or some other fixed position.

Blast Shields: I noticed that the rules for Blast Shields were still using the old D6 system, so I have now reworked the rule to the D10 system we use now; essentially changing the roll which destroys a gun equipped with a Blast Shield. However, I did notice that the base rule for damaging a field gun is mixed in with this rule so I still need to go back at a later date and redo the rules for field guns.

Flamethrowers: Previously, Flamethrowers could only be used in in CQB. I have now removed this limitation. You do still have to get very close to a target to use a Flamethrower. I have also clarified how Flamethrowers damage vehicles. The rules for Fire, limited as they were, used to be lumped in with the Flamethrowers, but I have now moved it to the Battlefield Effects section alongside Smoke.

Fire: The rules for Fire can now be found alongside Smoke, as Smoke Templates and Fire Templates share most of the same rules. The difference being that they use different tables to determine what happens in subsequent turns. While Smoke can only diminish, remain the same or drift its position, Fire can diminish, grow and spread. The other difference is that models cannot move through Fire Templates.

Limited Traverse SPGs: I have now added a rule that covers self-propelled guns with a narrow gun traverse arc, or have the gun in a fixed position. Limited Traverse SPGs must turn to directly face their target.

Gaming Component Definitions: At the start of the rulebook, under the Gaming Components heading, I have described the different dice, dice rolls and templates that are used in Focused Firepower. I may add others if I think of more that would be better described here.

Lucky Shots: I have also clarified just what counts as a Lucky Shot. Despite being a very waffling entry, it wasn’t particularly clear before.

Vehicle Damage Table: As I have mentioned, I have made some changes to the Vehicle Damage Table. Crews are now forced to take a Morale Test one result lower, but do not suffer additional damage at that level. I have also removed the Weapon Destroyed and Immobilised results, which only had one line each, and added a System Damage result to three results on the table. I have also removed the pointless Light Damage and Heavy Damage terms.

System Damage: I have replaced the Weapon Destroyed and Immobilised results with a new System Damage result, which will give us much more variety to the damage inflicted upon vehicles. If you get a System Damage result on the Vehicle Damage Table, you then roll to see what form this damage takes. There are currently 4 results on the table, but this system will allow us to add other effects at a later date if we need to. The first result represents only minor damage that has no further effect. The second is damage to the vehicle’s radio, causing the crew to suffer from Fractured Chain of Command (unless it is a command vehicle). The third result destroys a weapon in the location hit, in the same manner as before. Lastly comes the Drive Damaged result. rather then simply immobilising the hull or turret, this result can be inflicted twice. When inflicted on the hull, the first result halves the vehicle’s Speed Points, and the second will Immobilise the vehicle. When suffered on the turret, the first result will inflict the Slow Traverse Turret rule, with the second jamming the turret in place. Obviously, if the turret already has that rule, it will be jammed after the first Drive Damaged result.

Well done if you read through all that, hopefully these changes will make games go smoother, make things clearer for you, and add some more depth and realism to the game.

Core Rules changes in the works.

I am currently working my way through a whole load of changes to the core rules.

Most are slight changes to the way certain rules work, while others are simply streamlining, clarifying or redefining rules as they currently exist.

There are a number of additional rules, but these are all extras such as unit types and special rules.

One real noticeable change is the vehicle damage chart, which i have altered to add more depth to the results.

I will give details of the changes I have made, and an announcement that the new file is available, once I have tweaked a couple more things and uploaded the file.